Hash :
8403e4c5
Author :
Date :
2022-10-10T20:59:29
EGL: Resource IDs for Surface, Context and EGL Image. This will make these classes play nicely with resource maps. As these objects are used in a lot of places, and simplified C can't handle unordered_map, it's necessary to index the maps by simple packed IDs in capture/replay code. This indirection will also have increased safety as we validate EGL resource ID handle values before accessing the memory directly. Also hides some of the other EGL capture methods behind helper methods to simplify the C code and hide assignments and other complex maps. Bug: angleproject:7758 Change-Id: Ibc7bb56430d3068bd38877c9dfb011979d4ea234 Reviewed-on: https://chromium-review.googlesource.com/c/angle/angle/+/3957164 Reviewed-by: Cody Northrop <cnorthrop@google.com> Commit-Queue: Jamie Madill <jmadill@chromium.org> Reviewed-by: Yuxin Hu <yuxinhu@google.com>
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//
// Copyright 2015 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//
// D3D11EmulatedIndexedBufferTest:
// Tests to validate our D3D11 support for emulating an indexed
// vertex buffer.
//
#include "libANGLE/Context.h"
#include "libANGLE/Display.h"
#include "libANGLE/angletypes.h"
#include "libANGLE/renderer/d3d/IndexDataManager.h"
#include "libANGLE/renderer/d3d/d3d11/Buffer11.h"
#include "libANGLE/renderer/d3d/d3d11/Context11.h"
#include "libANGLE/renderer/d3d/d3d11/Renderer11.h"
#include "test_utils/ANGLETest.h"
#include "test_utils/angle_test_instantiate.h"
#include "util/EGLWindow.h"
using namespace angle;
namespace
{
class D3D11EmulatedIndexedBufferTest : public ANGLETest<>
{
protected:
void testSetUp() override
{
ASSERT_EQ(EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE, GetParam().getRenderer());
egl::Display *display = static_cast<egl::Display *>(getEGLWindow()->getDisplay());
gl::ContextID contextID = {
static_cast<GLuint>(reinterpret_cast<uintptr_t>(getEGLWindow()->getContext()))};
mContext = display->getContext(contextID);
rx::Context11 *context11 = rx::GetImplAs<rx::Context11>(mContext);
mRenderer = context11->getRenderer();
mSourceBuffer = new rx::Buffer11(mBufferState, mRenderer);
GLfloat testData[] = {1.0f, 2.0f, 3.0f, 4.0f, 5.0f, 6.0f};
angle::Result error = mSourceBuffer->setData(nullptr, gl::BufferBinding::Array, testData,
sizeof(testData), gl::BufferUsage::StaticDraw);
ASSERT_EQ(angle::Result::Continue, error);
mTranslatedAttribute.baseOffset = 0;
mTranslatedAttribute.usesFirstVertexOffset = false;
mTranslatedAttribute.stride = sizeof(GLfloat);
GLubyte indices[] = {0, 0, 3, 4, 2, 1, 1};
for (size_t i = 0; i < ArraySize(indices); i++)
{
mExpectedExpandedData.push_back(testData[indices[i]]);
mubyteIndices.push_back(indices[i]);
muintIndices.push_back(indices[i]);
mushortIndices.push_back(indices[i]);
}
}
void testTearDown() override { SafeDelete(mSourceBuffer); }
void createMappableCompareBufferFromEmulatedBuffer(ID3D11Buffer *sourceBuffer,
GLuint size,
ID3D11Buffer **mappableBuffer)
{
*mappableBuffer = nullptr;
D3D11_BUFFER_DESC bufferDesc;
bufferDesc.ByteWidth = size;
bufferDesc.MiscFlags = 0;
bufferDesc.StructureByteStride = 0;
bufferDesc.Usage = D3D11_USAGE_STAGING;
bufferDesc.BindFlags = 0;
bufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_READ | D3D11_CPU_ACCESS_WRITE;
HRESULT hr = mRenderer->getDevice()->CreateBuffer(&bufferDesc, nullptr, mappableBuffer);
ASSERT_TRUE(SUCCEEDED(hr));
D3D11_BOX srcBox;
srcBox.left = 0;
srcBox.right = size;
srcBox.top = 0;
srcBox.bottom = 1;
srcBox.front = 0;
srcBox.back = 1;
mRenderer->getDeviceContext()->CopySubresourceRegion(*mappableBuffer, 0, 0, 0, 0,
sourceBuffer, 0, &srcBox);
}
void compareContents(ID3D11Buffer *actual)
{
ID3D11Buffer *compareBuffer = nullptr;
createMappableCompareBufferFromEmulatedBuffer(
actual, sizeof(GLfloat) * static_cast<GLuint>(mExpectedExpandedData.size()),
&compareBuffer);
D3D11_MAPPED_SUBRESOURCE mappedResource;
HRESULT hr = mRenderer->getDeviceContext()->Map(compareBuffer, 0, D3D11_MAP_READ, 0,
&mappedResource);
ASSERT_TRUE(SUCCEEDED(hr));
GLfloat *compareData = static_cast<GLfloat *>(mappedResource.pData);
for (size_t i = 0; i < mExpectedExpandedData.size(); i++)
{
EXPECT_EQ(mExpectedExpandedData[i], compareData[i]);
}
mRenderer->getDeviceContext()->Unmap(compareBuffer, 0);
SafeRelease(compareBuffer);
}
void emulateAndCompare(rx::SourceIndexData *srcData)
{
ID3D11Buffer *emulatedBuffer = nullptr;
angle::Result error = mSourceBuffer->getEmulatedIndexedBuffer(
mContext, srcData, mTranslatedAttribute, 0, &emulatedBuffer);
ASSERT_EQ(angle::Result::Continue, error);
ASSERT_TRUE(emulatedBuffer != nullptr);
compareContents(emulatedBuffer);
}
protected:
gl::Context *mContext;
rx::Buffer11 *mSourceBuffer;
rx::Renderer11 *mRenderer;
rx::TranslatedAttribute mTranslatedAttribute;
std::vector<GLfloat> mExpectedExpandedData;
std::vector<GLubyte> mubyteIndices;
std::vector<GLuint> muintIndices;
std::vector<GLushort> mushortIndices;
gl::BufferState mBufferState;
};
// This tests that a GL_UNSIGNED_BYTE indices list can be successfully expanded
// into a valid emulated indexed buffer.
TEST_P(D3D11EmulatedIndexedBufferTest, TestNativeToExpandedUsingGLubyteIndices)
{
rx::SourceIndexData srcData = {nullptr, mubyteIndices.data(),
static_cast<unsigned int>(mubyteIndices.size()),
gl::DrawElementsType::UnsignedByte, false};
emulateAndCompare(&srcData);
}
// This tests that a GL_UNSIGNED_SHORT indices list can be successfully expanded
// into a valid emulated indexed buffer.
TEST_P(D3D11EmulatedIndexedBufferTest, TestNativeToExpandedUsingGLushortIndices)
{
rx::SourceIndexData srcData = {nullptr, mushortIndices.data(),
static_cast<unsigned int>(mushortIndices.size()),
gl::DrawElementsType::UnsignedShort, false};
emulateAndCompare(&srcData);
}
// This tests that a GL_UNSIGNED_INT indices list can be successfully expanded
// into a valid emulated indexed buffer.
TEST_P(D3D11EmulatedIndexedBufferTest, TestNativeToExpandedUsingGLuintIndices)
{
rx::SourceIndexData srcData = {nullptr, muintIndices.data(),
static_cast<unsigned int>(muintIndices.size()),
gl::DrawElementsType::UnsignedInt, false};
emulateAndCompare(&srcData);
}
// This tests verifies that a Buffer11 contents remain unchanged after calling
// getEmulatedIndexedBuffer
TEST_P(D3D11EmulatedIndexedBufferTest, TestSourceBufferRemainsUntouchedAfterExpandOperation)
{
// Copy the original source buffer before any expand calls have been made
gl::BufferState cleanSourceState;
rx::Buffer11 *cleanSourceBuffer = new rx::Buffer11(cleanSourceState, mRenderer);
ASSERT_EQ(angle::Result::Continue, cleanSourceBuffer->copySubData(nullptr, mSourceBuffer, 0, 0,
mSourceBuffer->getSize()));
// Do a basic exanded and compare test.
rx::SourceIndexData srcData = {nullptr, muintIndices.data(),
static_cast<unsigned int>(muintIndices.size()),
gl::DrawElementsType::UnsignedInt, false};
emulateAndCompare(&srcData);
const uint8_t *sourceBufferMem = nullptr;
const uint8_t *cleanBufferMem = nullptr;
ASSERT_EQ(angle::Result::Continue, mSourceBuffer->getData(mContext, &sourceBufferMem));
ASSERT_EQ(angle::Result::Continue, cleanSourceBuffer->getData(mContext, &cleanBufferMem));
ASSERT_EQ(0, memcmp(sourceBufferMem, cleanBufferMem, cleanSourceBuffer->getSize()));
SafeDelete(cleanSourceBuffer);
}
ANGLE_INSTANTIATE_TEST(D3D11EmulatedIndexedBufferTest, ES2_D3D11(), ES3_D3D11(), ES31_D3D11());
} // anonymous namespace